[1381]Do not disable the scale constraint on the local headbone.
complete
sakuraimikoto33
I have scaleConstraint in the avatar's headbone so that I can see the avatar's hair myself.
I know this is not intended use, but it is a deliberate setting for me to imagine the immersion.
It may be difficult to reverse the change if it is for performance reasons, but it would be considered to add an alternative option (headscale change) at the same time.
I put ScaleConstraint on my avatar's headbone so I can see the avatar's hair myself.
I know it's an unexpected use, but it's a necessary setting for me to deepen my sense of immersion.
It may be difficult to undo changes for performance, but it would be helpful if they added an option (head scale change) to replace them at the same time.
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StormRel
complete
FlareRune
Hi everyone, we've reverted some changes around avatars that were causing issues and have made the decision to reintroduce this use case for scale constraints on avatars. We're still planning to provide a more performance friendly alternative for this at some point in the future - we'll go into some more detail about that in our next dev update!
Lyzak
FlareRune: Very positive about both of these things. Looking forward to seeing the 'full feature' when it's ready, and thankful that you're planning on reverting the changes that broke these use-cases until such a feature is ready.
ShuffleStuf
FlareRune: Thank you guys so much! Very much looking forward to this new feature you guys are working on!
`Squishy
FlareRune: Please be sure to consider the use cases outside of the most common ones (such as visible hats+hair or correcting such), when it comes to this and designing an alternative. Providing optimal alternatives for common cases is always good, but if it then robs functionality from other rarer creative uses, that would still be an unfortunate loss for very little gain.
Discouraging excessive use of constraints makes sense, but I've never seen or heard of scale constraints being used in large numbers. They're used rarely, but when they are it's typically very deliberate. Unless there's some exceptional technical detail regarding them that I'm not aware of, it generally seems like a rather strange choice to single them out vs the rest.
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StormRel
Merged in a post:
Scale Constraints are Broken (On Head Bone)
speedbuiz
I'll use Scale Constraints that follow the Head Bones of avatars so I can make avatar-to-avatar exclusive talking systems. i.e., a Pokemon exclusively talking to other Pokemon.
In a nutshell, FakeHead is mapped to the Humanoid Armature. MeshHead is constrainted to FakeHead's Rotation and Scale.
Suddenly after the VRChat Currency Update- Build 1389- the Scale Constraints just don't work. Rotation is still OK.
This is vital to some avatars, some not of my own. And I can't exactly disable this without redoing a bunch of commissions. Obviously from the image it renders some avatars nearly unusable.
Not sure what broke but I'm on the borderline of updating to 2022 Unity myself just to see if it changes at all. I got a feeling it's version crossover stuff.
Rantis
Was caught in the beta and pushed to live, honestly the old thread should probably be moved to bug reports https://vrchat.canny.io/open-beta/p/1381do-not-disable-the-scale-constraint-on-the-local-headbone
StormRel
Merged in a post:
Scale Constraints don't apply to "local" avatar anymore
Pappekönig
Something changed with the latest update on "Scale Constraints".
On "local" avatars (the ones you see locally when you look down, not the ones in the mirrors) the head bone gets usually shrink down to "0.01" (which still is the case).
But if I use a "Scale Constraint" with this head bone as source, its object is not shrink down to "0.01" anymore.
Creators used this trick to make something like hats and helmets not visible locally but for others, so that the object doesn't get in the view all the time.
But right now it seems that the scaling of the "global" avatar is always used on your "local" avatar.
Repro:
Create an object on the root of the avatar, add "Parent Constraint" and "Scale Constraint" component to it, assign the head-bone of your avatar to their sources.
-> It doesn't scale down ingame anymore on your local avatar.
Expected:
"Scale Constraints" should scale with the bones of your "local" and "global" avatars separately.
Rantis
Priere
I had previously used Parent Constraints with sources of game objects which were children of Head, and they were scaled down local only. This is no longer the case now, so it does indeed seem that both Parent Constraints and Scale Constraints are effected in that way.
I am guessing this is a side-effect of the change "Constraint components are no longer added to mirrored avatars to help improve performance." in the patch notes: https://docs.vrchat.com/docs/vrchat-202342. In the patch notes there is some discussion about impact on avatars but I don't think this specific use case was mentioned?
Gunz_Guntaku
As VRC Roleplayers who use status Effects to show off what we are doing in character it's hard to 'see' in combat and causes nauseating experiences.
Darizard
Count me among those who relied on the ability to see features of my own avatar's head, including floppy ears and snout, among other things such as a visor or semi-transparent mask. Not only these features themselves but the visemes animating as I speak, the subtle movements when I activate expressions, and really feeling the interactions from others were all wonderful. I'm sad this is all gone and I hope you find a way to reinstate this functionality sooner than later.
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